musquito
v3.0.1
Published
An audio engine for HTML5 games and interactive websites
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musquito
musquito is an audio engine created using Web Audio API for HTML5 games and interactive websites. It provides a simple abstraction to create and play sounds easier.
Below are some of the core features supported by the library.
- Built on the powerful Web Audio API
- Simple API to create and play sounds
- Supports sound groups
- Supports variety of codecs
- Supports audio sprites
- Supports streaming using HTML5 audio nodes
- Fading
- Caching
- Auto Garbage Management
Browser Support
- Google Chrome
- Firefox
- Safari
- Opera
- Microsoft Edge
Installation
At this time musquito is available only in npm and you can install it using the below command.
npm install musquito --save
You can also directly reference files available from the distribution folder.
<script src="musquito/dist/musquito.min.js"></script>
"Hello World" example
A simple example of how to create and play a gun fire sound.
import $buzz from 'musquito';
$buzz.play('gun.mp3');
Passing Additional Parameters
The below example shows how you can pass additional parameters like volume, rate and callback.
$buzz.play({
src: ['greenade.mp3', 'greenade.wav'],
volume: 0.5,
rate: 2,
playEndCallback: () => alert('Playback started')
});
Using Sprites
Audio Sprites are like image sprites concatenates multiple small sounds in a single file. You can create audio sprite using this tool.
Below is an example of how to use sprites.
$buzz.play({
src: 'sprite.mp3',
sprite: {
"beep": [
0,
0.48108843537414964
],
"button": [
2,
2.4290249433106577
],
"click": [
4,
4.672018140589569
]
},
sound: 'beep'
});
Pausing and Stopping Sounds
Calling the play
method returns the sound id and you can use it to call other methods like pause, stop, change the volume and more properties of the sound.
const soundid = $buzz.play('bg.mp3');
// Pausing sound
$buzz.pause(soundid);
// Stopping sound
$buzz.stop(soundid);
Fading Sounds
You can fade the volume of a playing sound linearly or exponentially as shown below.
const soundid = $buzz.play('bg.mp3');
setTimeout(() => {
$buzz.fade(soundid, 0, 3);
}, 2000);
Playing Long Audio Files
To stream long audio files and play using HTML5 audio node you can pass the stream
parameter as true.
$buzz.play({
src: 'bg.mp3',
stream: true
});
Advanced Example
The below example shows how we can setup audio engine by passing audio resources with shorthand identifiers initially before playing sounds. The setup
method also takes lot of other arguments to configure the engine, please refer the API docs.
$buzz.setup({
src: {
bg: 'bg.mp3',
sprite: {
url: 'sprite.mp3',
sprite: {
"beep": [
0,
0.48108843537414964
],
"button": [
2,
2.4290249433106577
],
"click": [
4,
4.672018140589569
]
}
}
},
oninit: () => {
// Playing sounds with identifiers
$buzz.play('#bg');
$buzz.play('#sprite.button');
}
});
Creating Audio Groups
Sometimes it's convenient to create a sound group which is called as "Buzz" that helps to create and manage multiple sounds for a single audio resource. Buzzes also supports events. The below example shows how we can create a sound group for a sprite and play multiple sounds easier.
const buzz = $buzz({
src: 'sprite.mp3',
sprite:{
"beep": [
0,
0.48108843537414964
],
"button": [
2,
2.4290249433106577
],
"click": [
4,
4.672018140589569
]
}
});
buzz.play('beep');
buzz.play('button');
buzz.play('click');
For demos and detailed documentation please visit here.
API
$buzz
static methods
Sets-up the audio engine. When you call the $buzz
function the setup method will be automatically called. Often you call this method manually during the application startup to pass the parameters to the audio engine and also when you like to pre-load all the audio resources upfront. Before calling any method in engine you should call this method first.
The parameters you can pass to the setup
method are below.
| Method | Returns | Description |
|--------|:-------:|-------------|
| setup(args?: object) | $buzz | Sets-up the audio engine. The different parameters you can pass in arguments object are volume
, muted
, maxNodesPerSource
, cleanUpInterval
, autoEnable
, src
, preload
, progress
and event handler functions like oninit
, onstop
, onmute
, onvolume
, onsuspend
, onresume
, onerror
and ondone
. |
| play(idOrSoundArgs: number,string,Array,object) | $buzz,number | Creates and plays a new sound or the existing sound for the passed id. Returns sound id if new one is created. |
| pause(id: number) | $buzz | Pauses the sound for the passed id. |
| stop(id?: number) | $buzz | Stops the sound for the passed id or all the playing sounds. Stopping engine fires the "stop" event. |
| mute(id?: number) | $buzz | Mutes the sound if id is passed or the engine. Fires the "mute" event if engine is muted. |
| unmute(id?: number) | $buzz | Un-mutes the sound if id is passed or the engine. Fires the "mute" event if engine is un-muted. |
| volume(vol?: number, id?: number) | $buzz,number | Gets/sets the volume for the audio engine that controls global volume for all sounds or the sound of the passed id. Fires the "volume" event in case of engine. The value of the passed volume should be from 0 to 1. |
| fade(id: number, to: number, duration: number, type = 'linear','exponential') | $buzz | Fades the sound belongs to the passed id. |
| fadeStop(id: number) | $buzz | Stops the running fade. |
| rate(id: number, rate?: number) | $buzz,number | Gets/sets the rate of the passed sound. The value of the passed rate should be from 1 to 5. |
| seek(id: number, seek?: number) | $buzz,number | Gets/sets the current position of the passed sound. |
| loop(id: number, loop?: boolean) | $buzz,boolean | Gets/sets the loop parameter of the sound. |
| destroy(id: number) | $buzz | Destroys the passed sound. |
| load(urls: string, Array, progressCallback: function) | Promise | Loads single or multiple audio resources into audio buffers and returns them. |
| loadMedia(urls: string, Array) | Promise | Pre-loads single or multiple HTML5 audio nodes with the passed resources and returns them. |
| unload(urls: string, Array) | $buzz | Unloads single or multiple loaded audio buffers from cache. |
| unloadMedia(urls: string, Array) | $buzz | Releases audio nodes allocated for the passed urls. |
| register(src: string|Array|object, key: string) | $buzz | Assigns a short-hand key for the audio source. In case of object the properties are url
, format
and sprite
. |
| unregister(src: string|Array|object, key: string) | $buzz | Removes the assigned key for the audio source. |
| getSource(key: string) | string,Array,object | Returns the assigned audio source for the passed key. |
| suspend() | $buzz | Stops all the playing sounds and suspends the engine immediately. |
| resume() | $buzz | Resumes the engine from the suspended mode. |
| terminate() | $buzz | Shuts down the engine. |
| muted() | boolean | Returns whether the engine is currently muted or not. |
| state() | EngineState | Returns the state of the engine. The different values are "notready", "ready", "suspending", "suspended", "resuming", "destroying", "done" and "no-audio". |
| buzz(id: number) | Buzz | Returns the buzz for the passed id. |
| buzzes() | Array | Returns all the buzzes. |
| sound(id: number) | Sound | Returns the sound for the passed id. Sound
is an internal object and you don't have to deal with it usually. |
| sounds() | Array | Returns all the sounds created directly by engine. Sounds created by sound groups are not included. |
| context() | AudioContext | Returns the created audio context. |
| isAudioAvailable() | boolean | Returns true if Web Audio API is available. |
| on(eventName: string, handler: function, once = false) | $buzz | Subscribes to an event. |
| off(eventName: string, handler: function) | $buzz | Un-subscribes from an event. |
| masterGain() | GainNode | Returns the master gain node. |
| bufferLoader() | BufferLoader | Returns buffer loader. |
| mediaLoader() | MediaLoader | Returns media loader. |
$buzz
function
$buzz(args: string|Array<string>|object)
$buzz
is the single API that helps you to create and manage sounds. It's a function that returns a Buzz
object. The Buzz
object
helps to control group of sounds created for a single audio source.
You can pass a single audio source, array of audio sources or an object. If an array of audio sources is passed then the first compatible one is picked for playing. If you need to pass additional information like initial volume, playback speed then you need to pass an object.
The different options you can pass in arguments object for the $buzz
function.
| Name | Type | Required | Default | Description |
|------|------|:--------:|:-------:|-------------|
| src | string, Array | yes | | Single or array of audio sources. If an array of audio sources is passed then the first compatible one is picked for playing. |
| id | number | no | Auto-generated | The unique identifier for the Buzz
object. |
| volume | number | no | 1.0 | The initial volume of the sound. The value should be from 0.0
to 1.0
. |
| rate | number | no | 1.0 | The initial playback speed. The value should be from 0.5
to 5.0
. |
| loop | boolean | no | false | Pass true
to play the sound repeatedly. |
| muted | boolean | no | false | Pass true
to keep the sound muted initially. |
| preload | boolean | no | false | Pass true
to pre-load the sound. |
| autoplay | boolean | no | false | Pass true
to play the sound at-once created. |
| stream | boolean | no | false | Passing true
will use HTML5 audio node for playing the sound. This option you can use to play long audio files like background music in a game. This feature is available only in version v2. |
| format | string, Array | no | false | Single or array of audio formats for the passed audio sources. |
| sprite | object | no | | The sprite definition object that contains the starting and ending positions of each sound embedded in the sprite. |
| onload | function | no | | The event handler for "load" event. |
| onloadprogress | function | no | | The event handler for "loadprogress" event. |
| onunload | function | no | | The event handler for "unload" event. |
| onplaystart | function | no | | The event handler for "playstart" event. |
| onplayend | function | no | | The event handler for "playend" event. |
| onstop | function | no | | The event handler for "stop" event. |
| onpause | function | no | | The event handler for "pause" event. |
| onmute | function | no | | The event handler for "mute" event. |
| onvolume | function | no | | The event handler for "volume" event. |
| onrate | function | no | | The event handler for "rate" event. |
| onseek | function | no | | The event handler for "seek" event. |
| onerror | function | no | | The event handler for "error" event. |
| ondestroy | function | no | | The event handler for "destroy" event. |
Buzz
object methods
| Method | Returns | Description |
|--------|:-------:|-------------|
| load(soundId?: string) | Buzz | Loads the audio buffer or preloads a HTML5 audio node. The soundId
can be passed only in the case stream buzz type. When you pass it that particular sound's audio node will be pre-loaded. |
| play(soundOrId?: string, number) | Buzz | Plays a new sound or the passed sound defined in the sprite or the sound that belongs to the passed id. |
| pause(id?: number) | Buzz | Pauses the sound belongs to the passed id or all the sounds belongs to this group. |
| stop(id?: number) | Buzz | Stops the sound belongs to the passed id or all the sounds belongs to this group. |
| mute(id?: number) | Buzz | Mutes the sound belongs to the passed id or all the sounds belongs to this group. |
| unmute(id?: number) | Buzz | Un-mutes the sound belongs to the passed id or all the sounds belongs to this group. |
| volume(volume?: number, id?: number) | Buzz, number | Gets/sets the volume of the passed sound or the group. The passed value should be from 0.0
to 1.0
. |
| rate(rate?: number, id?: number) | Buzz, number | Gets/sets the rate of the passed sound or the group. The passed value should be from 0.5
to 5.0
. |
| seek(id: number, seek?: number) | Buzz, number | Gets/sets the current playback position of the sound. |
| loop(loop?: boolean, id?: number) | Buzz, boolean | Gets/sets the looping behavior of a sound or the group. |
| fade(to: number, duration: number, type = 'linear', id?: number) | Buzz | Fades the volume of a playing sound or all sounds belongs to the group. |
| fadeStop(id?: number) | Buzz | Stops the current running fade of the passed sound or all sounds belongs to the group. |
| playing(id: number) | boolean | Returns true if the passed sound is playing. |
| muted(id?: number) | boolean | Returns true if the passed sound is muted or the group is muted. |
| state(id?: number) | BuzzState, SoundState | Returns the state of the passed sound or the group. |
| duration(id?: number) | number | Returns the duration of the passed sound or the total duration of the sound. |
| unload() | Buzz | Unloads the loaded audio buffer. |
| destroy() | Buzz | Stops and destroys all the sounds belong to this group and release other dependencies. |
| on(eventName: string, handler: function, once = false, id?: number) | Buzz | Subscribes to an event for the sound or the group. |
| off(eventName: string, handler: function, id?: number) | Buzz | Un-subscribes from an event for the sound or the group. |
| id() | number | Returns the unique id of the sound. |
| loadState() | LoadState | Returns the audio resource loading status. The different values are "notloaded", "loading" and "loaded". |
| isLoaded() | boolean | Returns true if the audio source is loaded. |
| sound(id: number) | Sound | Returns the sound for the passed id. |
| sounds() | Array | Returns all the sounds belongs to this buzz group. |
| alive(id: number) | boolean | Returns true
if the passed sound exists. |
| gain() | GainNode | Returns the gain node. |
License
MIT
Copyright © 2020 · Vijaya Anand · All Rights Reserved.
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.